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Afew questions

Posted: Thu Apr 13, 2006 7:56 am
by dixie265
Hi , I'm still learning so forgive me for not knowing, Ive put a brush around a tank say and give it a metal clip that works fine , if then i do the same to a jeep say that is near the tank it then floats in the air say 1.5mts but only in the game not radiant? Am i doing something wrong here? also ive noticed in mohaa maps that they have green brushes as well ? seems to be on the walls? is this a different type of brush? thanks :?:

floating

Posted: Thu Apr 13, 2006 8:40 am
by tltrude
The floating jeep is probably caused by the difference between what you have LOD (level of detail) set at in the game, and the LOD scale you are using the editor. Try change the scale and see if the jeep is above the ground. Or, you may just be using the wrong jeep model.

Can't tell what you mean by green brushes. Trigger textured brushes are green. Also, brushes that have been set as "detail" will be green in the 2D window. Brushes start as "structual", but can be changed to detail so they will be ignored by the vis compiler--makes the compile faster.

Vis is short for visibilty. The game saves memory by limiting what the player can or might see from any given location. If a structual brush is blocking the player's view, it wont bother to draw what is behind it. All that location checking is done in the vis compile and it can take a long time. If some of the brushes are changed to detail (ones that wont block the players view anyway), the vis compiler will skip them.

Hope that helps.

Posted: Thu Apr 13, 2006 10:07 am
by dixie265
thanks , but now im compleatly lost.. LOD ? I have only used it as default? unless you mean the 2D scale ? isnt there some type of manual for all this stuff? and yes i was refrerring to the 2D about the "green lines" as when my map is compiled there is no vis data so i take it is because im not using the "green lines" thats why. Hmm so much to learn :roll:

Posted: Thu Apr 13, 2006 11:54 am
by bdbodger
To make a static object have collision you make a .map file of a model made form just clip brushes and save it as a .map file ( do it with the model then delete the model ) If the compiler finds the .map file of the same name as the model in the static directory ( not sub directory ) it uses it during compile to give the model collision . A lot of the models don't have that but some do . The spearhead SDK has a tutorial about that if you have it .You must also include it with your map . None static vehicles you would make your clip brushes then select them all and make them a script_object and hide it under the map . Have your vehicle target the script_object and it will have collision . Bounding boxes can also cause your problem just move the vehicles farther away from each other I think it maybe possible to use a setsize command to reduce the bounding box size but not sure about that one .

Manual

Posted: Thu Apr 13, 2006 2:59 pm
by tltrude
The closest thing we have to a Mohradient manual is the docs folder. But, the game was made using the Quake3 engine, So the manual for that game's editor is very useful.
http://www.qeradiant.com/manual/

For a begginer, this link may be more helpful.
http://users.1st.net/kimberly/Tutorial/tut.htm